Base Class: Fighter
Juggernauts are heavily armored warriors who dominate battlefields by sheer presence and martial might. A juggernaut feels most at home in the midst of a chaotic melee. In battle they use their strength and knowledge to dominate their foes and shape the battlefield to their liking.
Don’t you know who I am? I am the Juggernaut, Witch! - Boblin the Goblin
Shield Bash
Beginning when you choose this archetype at 3rd level, you can choose to make a Shield Bash attack. You can only make this attack when you are wielding a shield.
As a bonus action on your turn make a melee weapon attack which you are considered proficient at with your shield. This attack deals 1d4 + Strength Bludgeoning damage. Any creature hit by this attack must make a constitution save against your Shield Bash DC. On a fail the creature is disoriented, a creature that is disoriented has its speed reduced by half, can not cast spells on its next turn and can not make reactions until the start of their next turn.
The Shield Bash DC saving throw is: 8 + proficiency modifier + Strength modifier.
The damage of Shield Bash increases to 1d6 at level 7,1d8 at level 10, 1d10 at level 15 and 1d12 at level 17.
Unstoppable Charge
When you reach 7th level you have learned to plow through the battlefield like a ship through stormy waters.
You ignore the effects of difficult terrain and your base speed can not be reduced below 25ft.
Additionally, as an action you may make an unstoppable charge. Your speed increases by 25ft until the end of your turn and until the end of your turn you may move through the space of creatures of the same size or smaller than you. The first time you move through a creature's space this turn they must make a Strength saving throw or take bludgeoning damage equal to your Strength modifier and be knocked 5ft away from you. If there is no free room for that creature to be knocked away they instead take additional bludgeoning damage equal to your Strength modifier and is knocked prone instead.
You can use this feature a number of times equal to your Strength modifier per short rest.
Concussive Blow
At 10th level your blows have become so powerful that you can send even the mightiest of foes reeling. Whenever you hit a creature with your Shield Bash and they fail their save you can instead of disorienting them choose to stun them instead. The creature is stunned until the end of its next turn.
You can use this feature two times per short rest. When you reach level 17 with this class you can use this feature three times per short rest instead.
Wrecking Ball
As a bonus action you charge into battle like a wrecking ball, until the start of your next turn whenever you make a melee weapon attack you may instead of making a normal weapon attack make a Shield Bash attack.
Once you have used this feature you can not use it again until the end of your next long rest.
Tyrant of Battles
At 17th level you have an awe-inspiring presence on the battlefield. Enemies cower in your presence. Any creatures that come within 5ft of you or start their turn within 5ft of you must make a Wisdom save against your Shield Bash DC. If they fail you have advantage on melee weapon attacks against them until the start of their next turn and they have disadvantage on melee weapon attacks until the start of their next turn.
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